Pokemon Encounters - Wela Volcano Park
|Fletchling||Normal/Flying||All grass patches (30%)|
|Salandit||Poison/Fire||All grass patches (30%)|
|Cubone (Alolan)||Ground||All grass patches (24%)|
|Magby||Fire||All grass patches (15%)|
|Magmar||Fire||SOS from Magby|
|Happiny||Normal||SOS from Magby|
|Kangaskhan||Normal||All grass patches (1%)|
Your 3rd island trial takes place here, on a national park built around a volcano. Because it’s the Fire-type trial, Water-types are strongly recommended. If you’ve been traveling the Alolan waters and making use of your fishing rod, you ought to have plenty to choose from. Or if you picked Popplio, you’re basically sorted.
Unlike the previous two trials, the actual trial takes place further in, so you’re free to catch any wild Pokémon along the way. Most of them are Fire-types, so not useful for this trial. However the next trial is the Grass-type trial, so they will be immensely useful there. Anyway, from the entrance, head north-west towards the tall grass.
After stepping into the grass, summon Tauros and break the rocks behind the big entrance sign. Hiding underneath is Totem Sticker #038. Next, head up the small slope on the other side of the tall grass. Up on higher ground, go south-west through the next patch of tall grass. Pick up the Hyper Potion sitting in the space with no grass.
Ascend the next slope to higher ground yet. Up here, there’s a female tourist look to her left. If you’re not interested in a fight, you can sneak past her through the tall grass on her right.
A bog-standard Meowth found in regions beyond Alola. It knows Fake Out, which always goes first and causes a guaranteed flinch. But other that, it’s nothing special and most of your Pokémon should be more than capable of fending off this feline.
Past Mariah, the path gently slopes up towards the north-east. At the end, there’s a friendly backpacker standing next to a cave and the exit side of a ledge to her right. Step into the cave to be transported further up the volcano, right next to the entrance to the trial, in fact. On the other side, Kiawe will be patiently waiting.
After that timely top up, go to the left side of the trial gate and grab the Antidote on the floor.
Since you’re here, travel west from the trial gates. You’ll have to leap over several ledges in succession. After jumping over the 3rd ledge, be sure to pick up the Float Stone by the side of the fiery volcano. Two more ledges later, you’ll arrive next to another friendly backpacker standing next to a cave.
Through the cave, you’ll emerge on the eastern side of the volcano, where the third and final backpacker is found. From her position, head directly south to reach a trainer walking up and down between two patches of tall grass. To avoid him, walk along or through the tall grass near the left side.
Ace Trainer Jim
Noibat in its current stat is weak and easy prey if you’re smart. It takes massive damage from Ice-types and super-effective damage from Rock, Dragon and Fairy-types. Kadabra, the middle evolution of Abra, is fast and hits hard. Take it out with reliable Dark or Ghost-types. Or resist it with Steel-types.
South from Jim, past the tall grass, is a slope leading to a mountain ledge. Following the ledge north will send you towards TM39 Rock Tomb. Beware that Jim can see you from above, when he reaches the bottom of his path. At this same corner, there’s also a Photo Spot. Meanwhile, going south along the ledge will take you to a hiker.
A pure Rock-type, which used to be rare back in the days. It’s thus weak to Grass, Water, Ground, Fighting and Steel-types. If you don’t have at least one of those, you must be doing something strange.
Head back up the slope, then proceed west through the remainder of the tall grass. On the other side, leap valiantly off the ledge, then the next three ones. Before the final ledge, pick up the Burn Heal. Over the ledge, you’ll be back before the first cave. You can now easily return to the trial gates and enter the trial itself.
You’ll arrive at the volcano’s peak, which is the perfect place for an exciting trial. Once you’re fully prepared, approach Kiawe in the distance. Obviously, you’ll want to bring a powerful Water-type or two. You should also equip your strongest Water-type with the Waterium Z obtained from the previous trial.
When the trial begins, you’ll have to spot the difference between two dances. The first difference is the middle Marowak. Answer correctly and the Marowak will attack. It’s a Fire and Ghost-type, so ideal partners are Water, Rock or Ground-types. The second difference is the Hiker’s smile–and the Hiker will attack this time.
The Hiker’s Magmar is a pure Fire-type, meaning Water, Rock or Ground-types are the way to go. You won’t get a chance to heal between battles, so don’t dilly-dally and smack it hard with a super-effective hit before the damage racks up.
Finally, the third difference is… well, it should be clear as day.
Well, well, it’s another new Totem Pokémon. Previously in Sun and Moon, you fought Totem Salazzle, but now you’re up against an intimidating Fire and Ghost-type. For this battle, Water-types are king, but Ground-types are also useful. Rock and Ghost-types should beware as Marowak has super-effective moves.
Normally, Marowak is a very slow Pokémon, but it will receive a big Speed boost from its aura. Meaning it has a decent chance of outspeeding your Pokémon, especially ones with low or average Speed. It also has the Lightning Rod ability, which makes it immune to Electric moves, in case you try to paralyze it.
On occasions, Marowak will use Detect to mitigate all damage. This allows it to stall for time, so it can call for an ally. In addition, if you trigger a Z-Move while Marowak uses Detect, your Z-Move will still inflict damage, but the damage will be greatly decreased. Try to use a Z-Move the turn after Marowak has used Detect.
Marowak’s ally is always Salazzle, the previous Totem Pokémon. This femme fatale uses Poison Gas to try and poison your Pokémon. If it hits, cure it ASAP or it will use Venoshock to deal double damage. Likewise, Marowak will use Hex to do the same. Finally, Salazzle can use Torment to stop you using the same move twice.
For this battle, like the others, you should focus on defeating Marowak first. But you’ll need to time your attacks carefully due to Detect. Try using battle items such as Roto Boost or X Defend during the turns you think Marowak will use Detect. Or if you have a strong Ground-type, target Salazzle to temporarily get rid of it.
If you’re all finished here, call Charizard and select the default destination, Wela Volcano Park. You’ll be sent back to the entrance, where you easily reach Route 7.